Merge remote-tracking branch 'origin/master' into Importer
# Conflicts: # assets
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@@ -79,7 +79,8 @@ bool AABBVsAABB(const AABB& a, const AABB& b);
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bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
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// Calculates an absolute AABB from an entity AABB component
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity);
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false);
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boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
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}
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@@ -4,7 +4,7 @@
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// }
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// NOTE: condition statement is not executed at all in release mode.
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#ifndef DEBUG_IF
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#ifndef DEBUG
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#ifdef DEBUG
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#define DEBUG_IF(c) if(c)
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#else
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#define DEBUG_IF(c) if(false)
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@@ -4,5 +4,8 @@
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="Collidable">
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<xs:annotation>
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<xs:documentation>Needs a Model or AABB component to work, uses AABB if both are attached.</xs:documentation>
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</xs:annotation>
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</xs:element>
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</xs:schema>
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@@ -4,5 +4,8 @@
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="Trigger">
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<xs:annotation>
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<xs:documentation>Needs a Model or AABB component to work, uses AABB if both are attached.</xs:documentation>
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</xs:annotation>
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</xs:element>
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</xs:schema>
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@@ -9,8 +9,14 @@
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<Entity>
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<Components>
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<c:SceneLight/>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Model>
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<Resource>Models/Test/SplatMapTest.mesh</Resource>
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<Resource>Models/Ground.mesh</Resource>
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</c:Model>
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<c:Transform/>
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</Components>
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@@ -151,8 +151,6 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
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return vec4(TBN * normalize(NormalMap), 0.0);
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}
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#define TEXTURE_TILE 5.0
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vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, sampler2D A, sampler2D D,
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vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues, vec2 A_TileValues, vec2 D_TileValues){
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vec4 R_Channel = texture2D(R, Input.TextureCoordinate * R_TileValues);
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@@ -163,10 +161,11 @@ vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, sa
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float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
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if(total > 1.0f){
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blendValue.r / total;
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blendValue.g / total;
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blendValue.b / total;
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blendValue.a / total;
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float totalDiv = 1.0f / total;
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blendValue.r = blendValue.r * totalDiv;
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blendValue.g = blendValue.g * totalDiv;
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blendValue.b = blendValue.b * totalDiv;
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blendValue.a = blendValue.a * totalDiv;
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}
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float D_percent = clamp( 1.0f - total, 0.0f, 1.0f);
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@@ -188,10 +187,11 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, s
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float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
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if(total > 1.0f){
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blendValue.r / total;
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blendValue.g / total;
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blendValue.b / total;
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blendValue.a / total;
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float totalDiv = 1 / total;
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blendValue.r = blendValue.r * totalDiv;
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blendValue.g = blendValue.g * totalDiv;
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blendValue.b = blendValue.b * totalDiv;
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blendValue.a = blendValue.a * totalDiv;
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}
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float D_percent = clamp( 1.0f - total, 0.0f, 1.0f);
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@@ -565,10 +565,10 @@ bool AABBvsTriangles(const AABB& box,
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return hit;
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}
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity)
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox)
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{
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AABB modelSpaceBox;
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if (entity.HasComponent("AABB")) {
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if (entity.HasComponent("AABB") && !takeModelBox) {
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ComponentWrapper& cAABB = entity["AABB"];
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modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
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} else if (entity.HasComponent("Model")) {
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@@ -612,4 +612,30 @@ boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity)
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return aabb;
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}
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boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity)
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{
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boost::optional<EntityAABB> modelBox = EntityAbsoluteAABB(entity, true);
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if (!modelBox) {
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return boost::none;
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}
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bool isRandom = (bool)entity["ExplosionEffect"]["Randomness"];
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float random = isRandom ? (float)(double)entity["ExplosionEffect"]["RandomnessScalar"] : 0;
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glm::vec3 origin = (glm::vec3)entity["ExplosionEffect"]["ExplosionOrigin"];
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glm::vec3 randomVel = (glm::vec3)entity["ExplosionEffect"]["Velocity"];
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randomVel *= (random + 1);
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float endVelocity = randomVel.y;
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if ((bool)entity["ExplosionEffect"]["ExponentialAccelaration"]) {
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endVelocity *= endVelocity / 2.f;
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}
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float maxRadius = (float)(double)entity["ExplosionEffect"]["ExplosionDuration"] * endVelocity;
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glm::vec3 size;
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AABB explosionBox(origin - (size / 2.f), origin + (size / 2.f));
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glm::vec3 mini = glm::min(explosionBox.MinCorner(), (*modelBox).MinCorner());
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glm::vec3 maxi = glm::max(explosionBox.MaxCorner(), (*modelBox).MaxCorner());
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EntityAABB aabb = AABB(mini, maxi);
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aabb.Entity = entity;
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return aabb;
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}
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}
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@@ -7,15 +7,13 @@ void FillFrustumOctreeSystem::Update(double dt)
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void FillFrustumOctreeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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boost::optional<EntityAABB> absoluteAABB;
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if (entity.HasComponent("ExplosionEffect")) {
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//TODO: Fix hack, get real box by using shader equation.
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EntityAABB aabb = AABB(glm::vec3(-300), glm::vec3(300));
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aabb.Entity = entity;
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m_Octree->AddDynamicObject(aabb);
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absoluteAABB = Collision::AbsoluteAABBExplosionEffect(entity);
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} else {
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boost::optional<EntityAABB> absoluteAABB = Collision::EntityAbsoluteAABB(entity);
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if (absoluteAABB) {
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m_Octree->AddDynamicObject(*absoluteAABB);
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}
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absoluteAABB = Collision::EntityAbsoluteAABB(entity, true);
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}
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}
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if (absoluteAABB) {
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m_Octree->AddDynamicObject(*absoluteAABB);
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}
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}
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@@ -135,7 +135,7 @@ Model::Model(std::string fileName)
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maxi = glm::max(maxi, v.Position);
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}
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m_Box = AABB(maxi, mini);
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m_Box = AABB(mini, maxi);
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}
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Model::~Model()
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@@ -30,9 +30,10 @@ Texture::Texture(std::string path)
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GLERROR("Texture load");
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}
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@@ -25,7 +25,7 @@ void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComp
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void SoundSystem::Update(double dt)
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{
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// Temp for play test.
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if(m_DrumsIsPlaying) {
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if (m_DrumsIsPlaying) {
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m_DrumsIsPlaying = !drumTimer(dt);
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}
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}
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@@ -69,6 +69,9 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
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void SoundSystem::playerJumps()
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{
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if (!m_LocalPlayer.Valid()) {
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return;
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}
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bool grounded = (bool)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["IsOnGround"];
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if (grounded) {
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Events::PlaySoundOnEntity e;
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@@ -124,11 +127,11 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
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std::vector<std::string> paths;
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paths.push_back("Audio/hurt/hurt" + std::to_string(rand) + ".wav");
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// // Breathe
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// int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit
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// for (int i = 0; i < ammountOfbreaths; i++) {
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// paths.push_back("Audio/exhausted/breath.wav");
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// }
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// // Breathe
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// int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit
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// for (int i = 0; i < ammountOfbreaths; i++) {
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// paths.push_back("Audio/exhausted/breath.wav");
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// }
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Events::PlayQueueOnEntity ev;
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ev.Emitter = m_LocalPlayer;
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ev.FilePaths = paths;
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@@ -140,7 +143,7 @@ bool SoundSystem::OnPlayerDeath(const Events::PlayerDeath & e)
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{
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Events::PlaySoundOnEntity ev;
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ev.EmitterID = m_LocalPlayer.ID;
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ev.FilePath = "Audio/die/die2.wav";
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ev.FilePath = "Audio/die/die2.wav";
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m_EventBroker->Publish(ev);
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return false;
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}
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